#include "stdafx.h"

// called in game loop
void game_machine :: set_target (short emit, short target)
{ Characters[emit].target = target; }

//void game_machine :: pool_timer(size_t & pos)
//{
//    if(availables.empty())
//    {
//        Timers.push_back(timer_state());
//        pos = Timers.size()-1;
//    }
//    if(! availables.empty())
//    {
//        pos = availables.back(); // this too
//        availables.pop();    // adding a timer, with some vector obj-pool pattern
//    }
//}
//void game_machine :: pool_bar(size_t & pos)
//{
//    if(avl_bars.empty())
//    {
//        bars.push_back(Bar());
//        pos = bars.size()-1;
//    }
//    if(! avl_bars.empty())
//    {
//        pos = avl_bars.back(); // this too
//        avl_bars.pop();    // adding a timer, with some vector obj-pool pattern
//    }
//}
/*
#define CONIC BELL CHAIN MISSILE
enum abil_state { casting, cooldown, travel, dotted };
enum err_msg    { out_of_mana, obstacle, too_far_away,  is_on_cooldown };

struct timer_state
    abil_state state; float delay;
timers
    float cooltime;
    unsigned char mask, range, radius, velocity, ticks, cost;
abilbases
    unsigned short dmg, dmg_tick, dmg_per_level, dmg_tick_per_level;
abilchar
    unsigned short experience, id, dmg, dmg_tick;
*/
